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What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.
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Ace-of-Spades wrote:
What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.
Harro if there is a detailed background then??
Dear RHY ,
ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render
Your friend
fanofcena
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Mr_X wrote:
All of that aside, what exactly does ghost effect do?
He wants to have the sprites invisible to the user, but detectable by other sprites.
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RHY3756547 wrote:
Lucario621 wrote:
adriangl wrote:
1 frame? Really?Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
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fanofcena wrote:
Ace-of-Spades wrote:
What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.
Harro if there is a detailed background then??
Dear RHY ,
ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render![]()
Your friend
fanofcena
Err...
They are already corrected so that the world processes run after the player.
Putting the process in a different broadcast on the execution order would lead to incorrect collision.
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Mr_X wrote:
All of that aside, what exactly does ghost effect do?
And if anyone wants to tell me what the motor functions in the stage are for then go ahead.
Ghost Effect makes stuff transparant. 50 is half visible and 100 is completely invisible with collisions, but is still as slow as half visible although the sprite does not have to be rendered.
Last edited by RHY3756547 (2010-02-13 05:52:47)
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What is this for?
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RHY3756547 wrote:
fanofcena wrote:
Ace-of-Spades wrote:
What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.
Harro if there is a detailed background then??
Dear RHY ,
ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render![]()
Your friend
fanofcenaErr...
They are already corrected so that the world processes run after the player.
Putting the process in a different broadcast on the execution order would lead to incorrect collision.
Not that
what u are thinking
( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY
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fanofcena wrote:
RHY3756547 wrote:
fanofcena wrote:
Harro if there is a detailed background then??
Dear RHY ,
ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render![]()
Your friend
fanofcenaErr...
They are already corrected so that the world processes run after the player.
Putting the process in a different broadcast on the execution order would lead to incorrect collision.Not that
what u are thinking
( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY
I don't understand it because the way you are phrasing it sounds plain gibberish.
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Mr_X wrote:
All of that aside, what exactly does ghost effect do?
And if anyone wants to tell me what the motor functions in the stage are for then go ahead.
Ghost effect makes a sprite appear see through, or possibly invisible, but still on the screen.
For example, it can be used for hittests. There is a sprite used for sensing, and it wants to be below the player to sense for the sprite if it is touching the ground, but not necessarily the ceilings. So it goes to the xposition of the main character, minus 10. Now it works, but having that black sensor thing on the screen just looks wrong. So you have it set the ghost effect to 100 - it's still on the screen, but you just can't see it. But it causes lag, which is the problem.
Of course this example doesn't apply to RHY3756547, because he doesn't use hit-tests in the first place.
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RHY3756547 wrote:
fanofcena wrote:
RHY3756547 wrote:
Err...
They are already corrected so that the world processes run after the player.
Putting the process in a different broadcast on the execution order would lead to incorrect collision.Not that
what u are thinking
( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY
I don't understand it because the way you are phrasing it sounds plain gibberish.
![]()
I KNOW RIGHT?
Fanofcena I can see is a very smart person, but if he would type grammatically correct, it would be a lot easier to understand, and I would actually see some personality in him.
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Lucario621 wrote:
Mr_X wrote:
All of that aside, what exactly does ghost effect do?
And if anyone wants to tell me what the motor functions in the stage are for then go ahead.Ghost effect makes a sprite appear see through, or possibly invisible, but still on the screen.
For example, it can be used for hittests. There is a sprite used for sensing, and it wants to be below the player to sense for the sprite if it is touching the ground, but not necessarily the ceilings. So it goes to the xposition of the main character, minus 10. Now it works, but having that black sensor thing on the screen just looks wrong. So you have it set the ghost effect to 100 - it's still on the screen, but you just can't see it. But it causes lag, which is the problem.
Of course this example doesn't apply to RHY3756547, because he doesn't use hit-tests in the first place.
Yeah - I'm awesome like that.
I ghost massive 480x360 images, which generate lag. A workaround for hidden collisions would reduce lag in my games considerably.
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So... what is this game?
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Ace-of-Spades wrote:
So... what is this game?
Super Secret Fun Game.
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Is the Background multiple colors?
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Ace-of-Spades wrote:
Is the Background multiple colors?
Many many Colours. Lots of shading.
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Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)
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Ace-of-Spades wrote:
Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)
Your idea of making the collision the color of the background is not going to work -.-
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I'm using 16 sprites for collision. 4 collision types and 4 per type for scrolling.
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juststickman wrote:
Ace-of-Spades wrote:
Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)
Your idea of making the collision the color of the background is not going to work -.-
What does that have to do with what I said?
I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.
Is this going to be some gears and pulleys / axles mechanics game?
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Ace-of-Spades wrote:
juststickman wrote:
Ace-of-Spades wrote:
Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)
Your idea of making the collision the color of the background is not going to work -.-
What does that have to do with what I said?
I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.
Is this going to be some gears and pulleys / axles mechanics game?
No. Why would I need 16 level sprites for that?
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Ace-of-Spades wrote:
juststickman wrote:
Ace-of-Spades wrote:
Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)
Your idea of making the collision the color of the background is not going to work -.-
What does that have to do with what I said?
I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.
Is this going to be some gears and pulleys / axles mechanics game?
You don't even need collision sprites -.-
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For a mechanics game? Of course you need collision sprites. (off topic now)
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RHY3756547 wrote:
I'm using 16 sprites for collision. 4 collision types and 4 per type for scrolling.
He's just said that its a scrolling game, what has that got to dowith gears, axles and mechanics?
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RHY3756547 wrote:
Ace-of-Spades wrote:
So... what is this game?
Super Secret Fun Game.
OOH OOH OOH OOH
I've played that one before!
The one with the... you know... uhh... back on topic.
Well, I'm sorry I can't help you.
Have you tried giving up hit testing?
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